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Posted

TDM 2.14 is ready for beta test

This is how to get beta versions:

Upgrade from any version (fast):
1 - Start tdm_installer in darkmod folder.
2 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN".
3 - Click on "Refresh" button to ensure that it is not going to download too much stuff.
4 - Continue installing with "Next".

Fresh install (slow):
1 - Create darkmod folder anywhere you like.
2 - Download the TDM Installer from downloads section of the website. Extract tdm_installer executable from the downloaded ZIP and place it into your darkmod folder.
3 - Start tdm_installer (in case of Linux, first edit file permissions to allow executing it).
4 - On the first screen, check "Get custom version" and click "Next". Choose the first name in beta/2.14 list, should look like "beta214-NN".
5 - Continue installing with "Next".
 

In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.14 beta and 2.13 at the same time.

At the end of installation, tdm_installer resets your config by renaming darkmod.cfg to darkmod_{datatime}.cfg. This is a recommended procedure on upgrade, otherwise you are likely to have issues due to old config. If you need your old config for some reason, you can always find it in darkmod folder.
 

Notes

1 - Please try to be specific when reporting a problem. What you were doing, where you were when the problem occurred, can you reproduce it, etc.
This wiki article provides many suggestions for good bug reports.

2 - This effort is to find out if we broke anything in TDM with our 2.14 changes, if a new 2.14 feature isn't working correctly.
We won't be trying to fix bugs that have been around for a long time. Instead, we will create an issue in bugtracker (if not yet present), to fix it after beta.

3 - If you find something wrong, it would be helpful if you report whether the issue happens in 2.13 too.
By the way, you can easily get 2.13 version: just copy your darkmod folder and run tdm_installer on the copy, selecting "release213" on the custom version screen.


Thank you for testing !

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Posted

PLAYERS

Flashbombs have become more useful. Now guards can be knocked out with blackjack from any direction briefly after flashbomb explosion. The only exception is the guards with a facemask helmet: these ones cannot be knocked out easily (thread 6635).

Tonemapping no longer affects UI elements like HUD and main menu. Gamma, brightness, sharpness are all applied only to the game. Cutscenes should not play without color banding, just like in a normal video player.

Guard animations were improved for more smooth and natural movements, fixing bad transitions happening occasionally. You can follow the process by looking at: postpostpostpost.

Frontend Acceleration settings was further improved with smart scheduling and less overhead. This improves FPS on some missions like Scroll of Remembrance.

Added "Full" LOD settings for the players which want to see everything in full detail regardless of distance, without any LOD switches whatsoever.

MAPPERS

The list of new and updated assets in available separately: thread.

Now the engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI scripts. This adds more flexibility in making a mission compatible with several versions of the game despite occasional breaking changes (thread).

Changed the rendering system for runtime-projected decals. Now they can be interact with lights if interaction stages are available (thread).

The smoke particle generation system was reimplemented, fixing several discrepancies with particle generation for particle models and particle deform. In particular, it is not possible to use proper cycling, although this needs use_cycles spawnarg (thread).

Returned back the _menuLastGameFrame feature which did not make it into 2.13. It allows you to use the last in-game footage as background in the in-game main menu. On a related node, fixed several one-frame glitches (thread).

There are several performance-related changes for mirrors and remote camera screens. Mirrors resolution can now be controlled by using the new mirrorResolutionFactor material parameter, and remote resolution can now be set in better way using remoteResolution parameter. Made several engine optimizations as well (thread).

Value portal_dist is now multiplied by LOD coefficient which depends on player setting. Just like hide_distance from LOD.

Dmap should no longer leave some files from the previous compilation, which used to cause confusion previously (thread).

NOTABLE BUGFIXES

* Fixed bow shooting crash caused by penis committing suicide (6663 thread).
* Fixed Linux crash when material with custom GLSL shader is loaded during gameplay (6510).
* Fixed dynamically started looping sounds with leadin, including main menu ones (6647).
* Fixed guards getting stuck after frequent save/loads (6276).
* Removed auto-selection of next inventory item when current stack depletes (6688).
* Fixed major issues in using OBJ meshes from Blender.
* Fixed backface shadows for parallel lights in light estimate system (6649).
* Fixed LightEstimateSystem turning bad performance into abysmal (6546 post).
* Various campaign fixes: GUI of wrong mission being shown (thread), next mission not starting if some menu screens were disabled (6648, post), shortsword name in tdm_campaign.def (post).
* Fixed promoting mission override into user value for some cvars (6655).
* Cvars from mission.cfg converted into mission overrides, even outside gameplay (6674).
* Fixed crash from having many localization packs (6611).
* Fixed too many decals spawned by brittle fracture sometimes (6588).
* AI should now notice absence and blood markers again (6623).
* Fixed shadow culling bug with volumetric lights (post).
* Fixed shadow maps bug when light only lights noselfshadow and translucent surfaces.
* Removed collision from func_cameraTarget (6654).
* Fixed saving/loading the special liquid model.

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Posted

This is the list of new/changed cvars.
You don't need to mess with them, except for troubleshooting some specific issues.

OPTIONS:

tdm_frob_control_style --- specifies the control scheme for frobbing.

tdm_door_control* --- a set of cvars related to the feature of opening/closing a door slowly.

tdm_crouch_toggle_hold_time --- how long you need to hold crouch button to start sliding down. Previously it was 0, the new value is 200.

tdm_frob_item_selects_item --- allows to not select an item immediately after player picks it up.

r_ssao_insubview --- can enable ambient occlusion in subviews (mirrors, remotes, etc.)

MAJOR:

g_lightQuotientAlgo --- which light estimate system is used by AI. It has been changed from "1" (hybrid) to "2" (only use the new system). If you suspect you have some problems with light evaluation by AI, can try to set it back to 1 or 0.

r_decalInteractive --- whether projected decals are lit with light interactions. Set to 0 to disable all interactions with lights for decals, to restore behavior of 2.13.

g_newSmokeParticles --- whether use the new system for emitting smoke particles. Set to 0 to switch the old smoke emitting code.

MINOR:

r_useParallelAddModels --- controls internal parallelization in renderer frontend, also known as "Frontend Acceleration" in the main menu. If you want to disable the new dynamic scheduling, then you can change it from "2" to "1". A related cvar for tweaking is r_parallelAddModelsChunk.

r_copyRenderUseScissor, r_remoteLimitResolutionByScreenSize --- control new subview optimizations.

r_useCachedDecalModels --- control optimization in interactible decals implementation.

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Posted

Changelog of 2.14 development:

beta214-06 (17495-11195)
* Fixed crash on long frob in the air (post).
* Fixed blood decals spawning on player's view (post).
* tdm_force_savegame_load now disables script checksum check (post).

beta214-05 (17491-11191)
* More frobbing fixes: using buttons/doors while shouldering, do not shoulder live conscious AI in Noble Affairs.
* Reverted recent crouch + slide changes (6667).
* Removed auto-selection of next inventory item when current stack depletes (6688).
* MD3 models should support shadows now.
* Fixed MD5 skinscale effect.
* Tried to fix reloadEngine command.
Known problems:
* Long-frobbing without target crashes the game (post).

beta214-04 (17483-11178)
* More fixes for frobbing: stim response on holdfrob, airpocket event fix.
* Slow door opening slowed down a bit more.
* Texture anisotropy default value changed from 1x to 4x (post).
* Fixed shadow maps bug when light only lights noselfshadow and translucent surfaces.
* Hopefully fixed reloadScript command, made it restart same map & location (post).
* Fixed gap in model containers/bucket (6675).
* Fixed shadowmesh on model containers/barrel_wine (6685).
* Renamed materials cabinet1_welliQ to cabinet1_Q.

beta214-03 (17474-11153)
* Fixed triggering frob response in various cases (including auto-loot-body mode).
* Fixed various issues with slow door control.
* Fixed LightEstimateSystem turning bad performance into abysmal (6546 post).
* Cvars from mission.cfg converted into mission overrides, even outside gameplay (6674).
* Extended KO vulnerability of flashed guards to 4 seconds (6635).
* Cvars made archived: tdm_frob_item_selects_item, tdm_frob_weapon_selects_weapon.
* Added textures/darkmod/glass/glass_brick_clear from Displacement.
* Replaced textures: chars/heads/face_freckle and chars/heads/female03_head_local (5545).
* Fixed overbright surfaces in fog in some module models (5023).
* Fixed UV maps and other issues on book_red1 and book_sp1 (6672).
* Fixed minor model issues on book_tome.
* Fixed curvedtop_door_96x48_3hinge_w-frame prefab (3212).
* Fixed some of the recently added TDash models.
* Fixed minor error in book_sp1_gold_crest skin.

beta214-02 (17456-11132)
* Fixed bow shooting crash caused by penis committing suicide (6663 thread).
* Fixed guards getting stuck after frequent save/loads (6276).
* Added new controls scheme for frob/interaction (6658 post).
* It is now possible to slowly open/close doors (6668 post).
* New behavior of crouch on ladder/rope (6667).
* Surface hit sounds for blackjack and shortsword made better (6641).
* Fixed gaps in some door hinge models (6671).
* Fixed wardrobe_open clipping through frame, renamed prefab to pfbx (6272).
* Increased radius of AAS visualization tool.
* Added editor description for efx_preset spawnarg.
* Some initialization cleanup in brittle fracture decals spawning (6588).

beta214-01 (17445-11121)
* A lot of new assets added by @Wellingtoncrab and @Amadeus from Displacement mission.
* Now blinded guards without facemask helmet can be knocked out from any direction (6635).
* Added walk-in-safe door model (6590).
* Fixed shadow culling bug with volumetric lights (post).
* Fixed various deviations in smoke particle generation from the other particle generation (6309).
* Some stim/response timer now uses game time instead of CPU clocks.
* Reduced job system overhead and implemented adaptive chunking for r_useParallelAddModels (6650).
* Fixed main menu choiceDef elements promoting linked cvar mission override into user value.
* Font improvements for Cyrillic and Romanian (66426661).
* Mark complete missions with checkmark in mission downloader (6659).
* Added sys.unsetcvar script event (6655).
* Added setting to not select the item on pick up (6653).
* Removed collision from func_cameraTarget (6654).
* Added inv_icon for ore crystal model.
* Fixed wrong particle in trapdoor_w-padlock prefab (6662).
* Fixed lever frobbox in wall_lever01 prefab (6060).
* Fixed editor description of lock_picktype spawnarg (5473).
* Testmap prefab now includes slowfall potion and gasmine.
* Minor stability fix in AAS compiler (6660).
* Fixed UV on model pier_house (6652).
* OpenAL build recipe adjusted for CMake 4 (6618).

dev17389-11070
* Now portal_dist is multiplied by LOD modifier like hide_distance.
* Fixed dynamically started looping sounds with leadin, including main menu ones (6647).
* Readded _menuLastGameFrame feature to show in-game screenshot in the main menu. Also fixed several related one-frame glitches (6608).
* Fixed parallel lights and shadows from backfaces in light estimate system. Static particle collisions also hit backfaces now (6649).
* Fixed saving/loading the special liquid model.
* Added mirrorResolutionFactor material parameter for low-res mirroring surfaces (5485).
* Added remoteResolution material parameter to set resolution of a remote screen (5485).
* Use scissor to optimize mirror surfaces that are small on screen (5485).
* Automatically lower resolution of remote screen if it's small on screen (5485).
* Added "Full" level of detail in settings for maximum detail.
* Fixed next campaign mission not starting if some menu screens were disabled (6648, post).
* Fixed shortsword name in tdm_campaign.def (post).
* Freeze LOD when debug r_lockView cvar is used.

dev17380-11030
* Fixed HUD rendering while compass is active (66446593).
* Now runtime-projected decals can be interact with lights (5867).
* Fixed GUI of wrong mission being shown sometimes in campaigns (thread).

dev17376-11017
* Added new character model: atdm:ai_undressed_old_man_01. Includes LODs, ragdoll, swappable head.
* Fixed some potential memory issues, more cautious floating point compiler settings.
* Don't allow func_fracture to spawn decals too fast (6588).
* Changed starting frame of the walk1.md5anim so it blends better with idle animations (post).
* Updated walk.md5anim animation to fix incorrect arm rotation (post).  ()
* Builder guard will now use walk.md5anim animation.
* Replaced animations idle_turn_90_lft.md5anim and idle_turn_90_rgt.anim (post).
* Disabled "shifting" idle animations during walking (post).
* Proper sounds will be played on certain frames where idle animations replacement were used.
* Brought back specularmap in "builder_armor" material.
* Fixed specularmap on blocks_light_stained_trimmed.
* In training mission, removed errant clip brush and fixed hidden gas arrows.

dev17343-11008
* AI should now notice absence and blood markers again (6623).
* Most visual stims are now more frequent, at least 2 times per second (6546).
* Fixed performance issue of infinite decals on brittle fracture (6588).
* Hopefully, dmap no longer leaves out-of-date files around (thread).
* Fixed parallax confusion on wood/panels/trim_wood_grunge_moulding_desat.
* Fixed shop description of slow match (6629).
* Added red variants of trim_wood and panel_decorative materials.
* Added new paint_paper materials (fleur, gold).
* Added old_bricks_darkgrey_wet, red_worn_dirty_trim_wet, painting_downlight.ase.

dev17332-10999
* Fixed Linux crash when material with custom shader is loaded during gameplay (6510).
* Completely disabled old light estimate system (6546).
* Now it is possible to use larger mesh models... at least static ones.
* Ported some more fixes from dhewm3 repo: mostly warnings and uninitialized memory use.

dev17330-10984
* Tonemapping is now applied to game frame only, HUD and menu are not affected. Includes major & breaking changes in X-ray implementation (6606).
* Now engine defines macros TDM_VERSION/TDM_REVISION/TDM_VERSION_FULL in game scripts and GUI.
* Added all missing mipmaps in DDS textures (post).
* Fixed crash from having many localization packs (6611).
* Fixed comments parsing and automatic collision model for OBJ models (6610).
* Ported some fixes from dhewm3 repo: save/load, snprintf, bad memset, some RenderSystem shutdown fixes.
* Fixed number = 1 in inventory GUI on non-stackable items (thread).
* More fixes in fonts (post).
* Added cvar r_ssao_insubview which enables SSAO inside subviews.
* Split oversized tdm_modelsXX.pk4 packages into more pieces.
Known problems:
* Compass breaks player HUD (thread).

Changelog of earlier versions can be found here.

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  • 2 weeks later...
Posted (edited)
On 1/14/2026 at 9:05 PM, stgatilov said:

In general, upgrade is recommended over fresh install. If you don't want to lose your current TDM installation, then you can copy the whole TDM directory and upgrade the copy. This way you can have both 2.14 beta and 2.13 at the same time.

for SAVES can´t be used anymore in a new install 
it my be a feature for the installer to do a copy without existing SAVES
if - is this possible ?
Manually deleting all old, useless save files is almost as tedious as downloading the missions again.

Edited by Bergante
Posted
15 minutes ago, Bergante said:

for SAVES can´t be used anymore in a new install 
it my be a feature for the installer to do a copy without existing SAVES
if - is this possible ?

I think it is not worth the effort.

If your installation has a lot of missions/saves/custom stuff, you can simply copy all the tdm_*.pk4 files from your existing installation into the new directory, then drop tdm_installer.exe there and run. It will detect existing archives and only download what's missing.

  • Thanks 1
Posted (edited)

 

7 minutes ago, stgatilov said:

I think it is not worth the effort.

i did a edit the moment you answered 😁
Manually deleting all old, useless save files is almost as tedious as downloading the missions again.

but may be one use an update only for the new missions

Edited by Bergante
Posted

I ran "Sir Talbots Collateral" on 2.14 to check it out.

Two of the three inventory map items don't show the correct names. One is "<show objective 15>", the other "Captain's Chest Key".

Posted
2 hours ago, Baal said:

I ran "Sir Talbots Collateral" on 2.14 to check it out.

Two of the three inventory map items don't show the correct names. One is "<show objective 15>", the other "Captain's Chest Key".

Maybe something is wrong with the translation pack? If you delete the pack do you still see these issues?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted (edited)

I can check, but I didn't download any translation packs. It's the same mission files that worked on 2.13. At least I didn't notice this problem before; I believe it's new in the beta.

 

Edit: I deleted the translation .pk4, and it's fine now. Was that just outdated or does it contain errors?

Edited by Baal
Posted
12 hours ago, Baal said:

I can check, but I didn't download any translation packs. It's the same mission files that worked on 2.13. At least I didn't notice this problem before; I believe it's new in the beta.

 

Edit: I deleted the translation .pk4, and it's fine now. Was that just outdated or does it contain errors?

Looks like a few errors snuck into the def files in the translation pack. It is fixed now.

  • Like 2

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
On 1/14/2026 at 9:06 PM, stgatilov said:

Added "Full" LOD settings for the players which want to see everything in full detail regardless of distance, without any LOD switches whatsoever.

I just checked. This LOD setting does not excist in the video settings menu.

Posted
7 hours ago, datiswous said:

I just checked. This LOD setting does not excist in the video settings menu.

This is probably mission issue.
Try some older and simple mission.

As far as I see, some missions override major part of the main menu, including settings.

Posted

cauldron_v2_2(2026-01-2900-12-53)(000).thumb.jpg.050ea935f824ae83b2527e93f6d4d0c4.jpg

3 hours ago, stgatilov said:

This is probably mission issue.
Try some older and simple mission.

I don't think this is a very new mission. The LOD setting does not go futher than Very High.

Posted (edited)

After deselecting the mission and selecting again I see it now. There is indeed a Full setting. But when I enable Volta 2 this setting is set to normal on every (re)start of tdm.

Edit:

There is a mission.cfg file in cauldron_v2_2.pk4:

set pm_walkspeed "70"			// increase player walk speed
set pm_runmod "2.35"			// increase player run speed
//set pm_jumpheight "56"			// increase player jump height
set tdm_fwd_jump_vel "100"		// increase player running jump velocity

set tdm_lod_bias "1.0"

The code set tdm_lod_bias "1.0"  is cousing this.

Not sure the file should be in there at all, potentially overriding player choices.

 

Volta 3 has the same file with contents present. Hazard Pay does not.

Edited by datiswous
Posted
On 1/29/2026 at 3:09 AM, datiswous said:

There is a mission.cfg file in cauldron_v2_2.pk4:

set pm_walkspeed "70"			// increase player walk speed
set pm_runmod "2.35"			// increase player run speed
//set pm_jumpheight "56"			// increase player jump height
set tdm_fwd_jump_vel "100"		// increase player running jump velocity

set tdm_lod_bias "1.0"

 

Yes, because "set" console command changes cvar value as as if it is set by the user. So these changes persist.

To set mission override, one should use "setm" command.

  • Like 1
Posted
4 hours ago, stgatilov said:

Yes, because "set" console command changes cvar value as as if it is set by the user. So these changes persist.

To set mission override, one should use "setm" command.

I don’t believe that is correct, at least in 2.13. Using the “set” command in a mission cfg file typically has no issue reverting when switching missions.

Perhaps that is not the case for some reason for particular CVARs?

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted

I just checked in 2.14 and they typically revert correctly on mission change as well, but this does appear to be cvar dependent - some work and some don't.

Are there particular cvars which whitelisted for the mission.cfg or something?

pm_runmod has no issue but something like tdm_ai_sightmax seems to persist across mission switching.

Meanwhile I just tested "setm" in a mission cfg file - and it seems to not work either. The overrides prints correctly to the console in the main menu but almost none of them seem to persist after the maps actually loads. Most of them will just revert to their default values.

-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted
7 minutes ago, kingsal said:

I don't remember why that lod_bias is there, but Im sure there is or was a reason for it. 

Just a guess, but given how lod's will effect things like hide distance - there is probably something in the mission that relies on something being hidden/shown at a completely fixed distance.

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-=  IRIS  =-    ♦     <( | )>    ♦    = SLL =

Posted (edited)
19 minutes ago, Wellingtoncrab said:

Just a guess, but given how lod's will effect things like hide distance - there is probably something in the mission that relies on something being hidden/shown at a completely fixed distance.

Yeah that could be it. I remember using it to test AI model lods and maybe it just stuck around. Its doesn't seem necessary, but probably harmless in that mission. 

Edited by kingsal
Posted
3 hours ago, Wellingtoncrab said:

Meanwhile I just tested "setm" in a mission cfg file - and it seems to not work either. The overrides prints correctly to the console in the main menu but almost none of them seem to persist after the maps actually loads. Most of them will just revert to their default values.

Oh yeah, I always forget it.

Yes, since mission override is part of gameplay state, it should be set in game script and not in mission.cfg.

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